Black Cat Publishing; 2017. — 360 p. — ISBN10: 0998822892; ISBN13: 978-0998822891.
Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU.
Rendering (Patrick Cozzi)
Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio
Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong
Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov
Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De
Skinned Decals by Hawar Doghramachi
Environmental Effects (Wolfgang Engel)
Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun
Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin Örtegren
Shadows (Maurizio Vives)
Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante
Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn
D Engine Design (Wessam Bahnassi)
Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev
Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz
A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell
Writing an efficient Vulkan renderer by Arseny Kapoulkine
glTF - Runtime 3D Asset Delivery by Marco Hutter
Ray Tracing (Anton Kaplanyan)
Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen
Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky